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12-principles-of-animation

Apply Disney's 12 animation principles to web interfaces. Use when implementing motion, reviewing animation quality, designing micro-interactions, or making UI feel alive. Triggers on tasks involving CSS animations, transitions, motion libraries, easing curves, springs, or UX feedback.

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12 Principles of Animation

Source: ui-skills.com.

Disney animators codified these principles in the 1930s to make drawings feel real. We use them to make pixels feel human. The problems are surprisingly similar.

When to Apply

Reference these guidelines when:

  • Adding motion to UI components
  • Reviewing animation quality and feel
  • Designing micro-interactions and feedback
  • Making interfaces feel more alive and responsive
  • Deciding what should (and shouldn't) animate

Principles Overview

#PrincipleWeb Application
1Squash and StretchConvey weight and elasticity in morphing elements
2AnticipationPrepare users for what comes next (wind-up before action)
3StagingDirect attention through sequential animation
4Straight Ahead & Pose to PoseDefine keyframes, let browser interpolate
5Follow Through & OverlappingUse springs for organic overshoot-and-settle
6Slow In & Slow OutApply easing curves for natural acceleration
7ArcsAdd curved paths for organic movement
8Secondary ActionReinforce primary actions with subtle flourishes
9TimingKeep interactions under 300ms, be consistent
10ExaggerationAmplify motion for emphasis (sparingly)
11Solid DrawingUse perspective, shadows, and depth
12AppealThe sum of all techniques applied with care

Quick Reference

1. Squash and Stretch

Digital objects don't have physics, so we fake it. Subtle deformation conveys weight—but don't overdo it or professional software becomes a cartoon.

2. Anticipation

Give cues before major actions. Pull-to-refresh hints, buttons that compress before sending. Reserve for moments that matter—too many wind-ups make apps feel sluggish.

3. Staging

Guide the eye through sequential animation. Dim backgrounds, focus on important elements. Direct attention like a film.

4. Straight Ahead & Pose to Pose

Focus on key poses: start state, end state, maybe a midpoint. Context menus animate on exit only—entrance animation compounds into irritation.

5. Follow Through & Overlapping

Nothing moves as a single rigid unit. Springs add organic overshoot-and-settle that easing curves can't replicate. But too much stagger makes interfaces feel slow.

6. Slow In & Slow Out

  • ease-out: Entrances (arrive fast, settle gently)
  • ease-in: Exits (build momentum before departure)
  • ease-in-out: Deliberate movements

7. Arcs

Curved paths feel inevitable, like water finding its level. Best for hero moments and playful interactions. Utilitarian interfaces work fine with straight lines.

8. Secondary Action

Flourishes supporting the main action—sparkles after success, sound effects on impact. Think games: they combine sound and visual effects for impact.

9. Timing

Keep interactions under 300ms. Be consistent—if one button animates at 200ms, all buttons should. Define timing scales early, reuse everywhere.

10. Exaggeration

Push past physical accuracy to make points land harder. Use sparingly for onboarding, empty states, confirmations, or errors.

11. Solid Drawing

Shadows suggest depth. Layering implies hierarchy. CSS perspective gives 3D transforms actual depth.

12. Appeal

The difference between software you tolerate and software you love. Not one technique—the sum of all techniques applied with care and taste.

Key Guidelines

  • Balance: Too much animation turns professional software into a cartoon
  • Consistency: Define timing scales early, reuse everywhere
  • Purpose: Great animation is invisible—users think "this feels good"
  • Restraint: Not everything needs to be animated

References

  • The Illusion of Life: Disney Animation
  • Apple WWDC23: Animate with Springs
  • easing.dev - Easing function playground
  • Rauno's Invisible Details of Interaction Design
Repository

marchatton/agent-skills

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.agents/skills/04-develop/01-ui-skills-dot-com/12-principles-of-animation/SKILL.md

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